/Engine/Source/Runtime/Engine/Classes/Materials/MaterialExpressionStrata.h
class UMaterialExpressionStrataLegacyConversion : public [UMaterialExpressionStrataBSDF](API\Runtime\Engine\Materials\UMaterialExpressionStrataBSDF)
FExpressionInpu...
Anisotropy
Controls the anisotropy factor of the roughness.
FExpressionInpu...
BaseColor
Defines the overall color of the Material. (type = float3, unit = unitless, defaults to 0.18)
FExpressionInpu...
ClearCoat
Coverage of the clear coat layer. (type = float, unit = unitless, defaults to 0.0)
FExpressionInpu...
ClearCoatNormal
Take the bottom clear coat surface normal as input.
FExpressionInpu...
ClearCoatRoughness
Roughness of the top clear coat layer. (type = float, unit = unitless, defaults to 0.0)
FExpressionInpu...
ColorScaleBehindWater
A scale to apply on the scene color behind the water surface.
FStrataMaterial...
ConvertedStrataMaterialInfo
Store converted material models.
FExpressionInpu...
CustomTangent
Take the tangent output node as input.
FExpressionInpu...
EmissiveColor
Emissive color on top of the surface (type = float3, unit = luminance, default = 0)
FExpressionInpu...
Metallic
Controls how "metal-like" your surface looks like.
FExpressionInpu...
Normal
Take the surface normal as input.
FExpressionInpu...
Opacity
Opacity of the material
FExpressionInpu...
Roughness
Controls how rough the Material is.
FShadingModelMa...
ShadingModel
Shading models
FExpressionInpu...
Specular
Used to scale the current amount of specularity on non-metallic surfaces and is a value between 0 and 1 (type = float, unit = unitless, defaults to plastic 0.5)
FExpressionInpu...
SubSurfaceColor
Scale the mean free path radius of the SSS profile according to a value between 0 and 1.
TObjectPtr< cla...
SubsurfaceProfile
SubsurfaceProfile, for Screen Space Subsurface Scattering.
FExpressionInpu...
Tangent
Take a surface tangent as input.
FExpressionInpu...
TransmittanceColor
The amount of transmitted light from the back side of the surface to the front side of the surface (type = float3, unit = unitless, defaults to 1)
FExpressionInpu...
WaterAbsorptionCoefficients
The rate at which light is absorbed or out-scattered by the medium.
FExpressionInpu...
WaterPhaseG
Anisotropy of the volume with values lower than 0 representing back-scattering, equal 0 representing isotropic scattering and greater than 0 representing forward scattering.
FExpressionInpu...
WaterScatteringCoefficients
The single scattering Albedo defining the overall color of the Material (type = float3, unit = unitless, default = 0)